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[blok] / Box2D / Source / Dynamics / b2ContactManager.cpp
diff --git a/Box2D/Source/Dynamics/b2ContactManager.cpp b/Box2D/Source/Dynamics/b2ContactManager.cpp
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+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "b2ContactManager.h"
+#include "b2World.h"
+#include "b2Body.h"
+
+// This is a callback from the broadphase when two AABB proxies begin
+// to overlap. We create a b2Contact to manage the narrow phase.
+void* b2ContactManager::PairAdded(void* proxyUserData1, void* proxyUserData2)
+{
+       b2Shape* shape1 = (b2Shape*)proxyUserData1;
+       b2Shape* shape2 = (b2Shape*)proxyUserData2;
+
+       b2Body* body1 = shape1->GetBody();
+       b2Body* body2 = shape2->GetBody();
+
+       if (body1->IsStatic() && body2->IsStatic())
+       {
+               return &m_nullContact;
+       }
+
+       if (shape1->GetBody() == shape2->GetBody())
+       {
+               return &m_nullContact;
+       }
+
+       if (body2->IsConnected(body1))
+       {
+               return &m_nullContact;
+       }
+
+       if (m_world->m_contactFilter != NULL && m_world->m_contactFilter->ShouldCollide(shape1, shape2) == false)
+       {
+               return &m_nullContact;
+       }
+
+       // Call the factory.
+       b2Contact* c = b2Contact::Create(shape1, shape2, &m_world->m_blockAllocator);
+
+       if (c == NULL)
+       {
+               return &m_nullContact;
+       }
+
+       // Contact creation may swap shapes.
+       shape1 = c->GetShape1();
+       shape2 = c->GetShape2();
+       body1 = shape1->GetBody();
+       body2 = shape2->GetBody();
+
+       // Insert into the world.
+       c->m_prev = NULL;
+       c->m_next = m_world->m_contactList;
+       if (m_world->m_contactList != NULL)
+       {
+               m_world->m_contactList->m_prev = c;
+       }
+       m_world->m_contactList = c;
+
+       // Connect to island graph.
+
+       // Connect to body 1
+       c->m_node1.contact = c;
+       c->m_node1.other = body2;
+
+       c->m_node1.prev = NULL;
+       c->m_node1.next = body1->m_contactList;
+       if (body1->m_contactList != NULL)
+       {
+               body1->m_contactList->prev = &c->m_node1;
+       }
+       body1->m_contactList = &c->m_node1;
+
+       // Connect to body 2
+       c->m_node2.contact = c;
+       c->m_node2.other = body1;
+
+       c->m_node2.prev = NULL;
+       c->m_node2.next = body2->m_contactList;
+       if (body2->m_contactList != NULL)
+       {
+               body2->m_contactList->prev = &c->m_node2;
+       }
+       body2->m_contactList = &c->m_node2;
+
+       ++m_world->m_contactCount;
+       return c;
+}
+
+// This is a callback from the broadphase when two AABB proxies cease
+// to overlap. We retire the b2Contact.
+void b2ContactManager::PairRemoved(void* proxyUserData1, void* proxyUserData2, void* pairUserData)
+{
+       B2_NOT_USED(proxyUserData1);
+       B2_NOT_USED(proxyUserData2);
+
+       if (pairUserData == NULL)
+       {
+               return;
+       }
+
+       b2Contact* c = (b2Contact*)pairUserData;
+       if (c == &m_nullContact)
+       {
+               return;
+       }
+
+       // An attached body is being destroyed, we must destroy this contact
+       // immediately to avoid orphaned shape pointers.
+       Destroy(c);
+}
+
+void b2ContactManager::Destroy(b2Contact* c)
+{
+       b2Shape* shape1 = c->GetShape1();
+       b2Shape* shape2 = c->GetShape2();
+
+       // Inform the user that this contact is ending.
+       int32 manifoldCount = c->GetManifoldCount();
+       if (manifoldCount > 0 && m_world->m_contactListener)
+       {
+               b2Body* b1 = shape1->GetBody();
+               b2Body* b2 = shape2->GetBody();
+
+               b2Manifold* manifolds = c->GetManifolds();
+               b2ContactPoint cp;
+               cp.shape1 = c->GetShape1();
+               cp.shape2 = c->GetShape2();
+               cp.friction = c->m_friction;
+               cp.restitution = c->m_restitution;
+
+               for (int32 i = 0; i < manifoldCount; ++i)
+               {
+                       b2Manifold* manifold = manifolds + i;
+                       cp.normal = manifold->normal;
+
+                       for (int32 j = 0; j < manifold->pointCount; ++j)
+                       {
+                               b2ManifoldPoint* mp = manifold->points + j;
+                               cp.position = b1->GetWorldPoint(mp->localPoint1);
+                               b2Vec2 v1 = b1->GetLinearVelocityFromLocalPoint(mp->localPoint1);
+                               b2Vec2 v2 = b2->GetLinearVelocityFromLocalPoint(mp->localPoint2);
+                               cp.velocity = v2 - v1;
+                               cp.separation = mp->separation;
+                               cp.id = mp->id;
+                               m_world->m_contactListener->Remove(&cp);
+                       }
+               }
+       }
+
+       // Remove from the world.
+       if (c->m_prev)
+       {
+               c->m_prev->m_next = c->m_next;
+       }
+
+       if (c->m_next)
+       {
+               c->m_next->m_prev = c->m_prev;
+       }
+
+       if (c == m_world->m_contactList)
+       {
+               m_world->m_contactList = c->m_next;
+       }
+
+       b2Body* body1 = shape1->GetBody();
+       b2Body* body2 = shape2->GetBody();
+
+       // Remove from body 1
+       if (c->m_node1.prev)
+       {
+               c->m_node1.prev->next = c->m_node1.next;
+       }
+
+       if (c->m_node1.next)
+       {
+               c->m_node1.next->prev = c->m_node1.prev;
+       }
+
+       if (&c->m_node1 == body1->m_contactList)
+       {
+               body1->m_contactList = c->m_node1.next;
+       }
+
+       // Remove from body 2
+       if (c->m_node2.prev)
+       {
+               c->m_node2.prev->next = c->m_node2.next;
+       }
+
+       if (c->m_node2.next)
+       {
+               c->m_node2.next->prev = c->m_node2.prev;
+       }
+
+       if (&c->m_node2 == body2->m_contactList)
+       {
+               body2->m_contactList = c->m_node2.next;
+       }
+
+       // Call the factory.
+       b2Contact::Destroy(c, &m_world->m_blockAllocator);
+       --m_world->m_contactCount;
+}
+
+// This is the top level collision call for the time step. Here
+// all the narrow phase collision is processed for the world
+// contact list.
+void b2ContactManager::Collide()
+{
+       // Update awake contacts.
+       for (b2Contact* c = m_world->m_contactList; c; c = c->GetNext())
+       {
+               b2Body* body1 = c->GetShape1()->GetBody();
+               b2Body* body2 = c->GetShape2()->GetBody();
+               if (body1->IsSleeping() && body2->IsSleeping())
+               {
+                       continue;
+               }
+
+               c->Update(m_world->m_contactListener);
+       }
+}